﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace AIBots
{
    class Menu
    {
        /// <summary>
        /// criando os botões
        /// </summary>
        Botao start, options, credits, quit, back, arm, Inimigo_robot, next, Player_robot, info, loja, menu;

        /// <summary>
        /// tamanho do botão (225x45)
        /// </summary>
        float X, Y = 0f;

        /// <summary>
        /// crindo a variavel rnd
        /// </summary>
        Random rnd;

        /// <summary>
        /// criando as int que serão o chiph do inimigo
        /// </summary>
        int Inimigo_cabaca;
        int Inimigo_tronco;
        int Inimigo_bracoD;
        int Inimigo_bracoE;
        int Inimigo_pernaD;
        int Inimigo_pernaE;
        int Inimigo_vida;
        int Inimigo_dano;
        int Inimigo_velocidade;
        int Inimigo_ataque_especial;
        int Inimigo_agilidade;
        int Inimigo_agi_teste;
        int Inimigo_ataque_especial_dano;
        int Inimigo_ataque_especial_teste;

        /// <summary>
        /// criando as int que serão o chiph do player
        /// </summary>
        int Player_cabaca;
        int Player_tronco;
        int Player_bracoD;
        int Player_bracoE;
        int Player_pernaD;
        int Player_pernaE;
        int Player_vida;
        int Player_dano;
        int Player_velocidade;
        int Player_ataque_especial;
        int Player_agilidade;
        int Player_agi_teste;
        int Player_ataque_especial_dano;
        int Player_ataque_especial_teste;
        int Player_vida_original;
        int Player_level;
        int Player_exp;

        /// <summary>
        /// ints para as info
        /// </summary>
        int Vezes_morto = 0;
        int Vitoria = 0;
        int Maior_critico = 0;
        int Esquivas = 0;
        int Qnt_Inimigos = 0;
        int Menor_vida_em_combate;
        int gold_total;

        /// <summary>
        /// criando o gold
        /// </summary>
        int gold;
        int gold_teste;

        /// <summary>
        /// bool do plater para ver se ta atacando e se ta morto e outrac coisas
        /// </summary>
        bool Player_morto;
        bool Player_atacando;
        bool Player_miss;
        bool Player_critico;

        /// <summary>
        /// fazendo o video que sera o Back Ground da batalha
        /// </summary>
        Video BG_Batalha;

        /// <summary>
        /// player do video
        /// </summary>
        VideoPlayer video_player;

        /// <summary>
        /// bool pra ver se o inimigo esta morto e outras coisas
        /// </summary>
        bool Inimigo_morto;
        bool Inimigo_miss;
        bool Inimigo_critico;

        public enum MenuEnum
        {
            NULL,
            OPTIONS,
            CREDITS,
            START,
            BATALHA,
            INFO,
            LOJA,
        }

        public static MenuEnum estado_atual = MenuEnum.NULL;

        GameWindow Window;

        public Menu(ContentManager Content, GameWindow Window)
        {
            this.Window = Window;

            rnd = new Random();

            this.X = (Window.ClientBounds.Width / 4);
            this.Y = (Window.ClientBounds.Height / 4);

            //BG_Batalha = Content.Load<Video>("80UR0B0R0S");

            // Criando os botões usando as Texture2D que passei por parâmetro quando criei o Menu em Game1
            this.start = new Botao(Content.Load<Texture2D>("BtnStart"), Window, this.X + 300, this.Y);
            this.options = new Botao(Content.Load<Texture2D>("BtnOptions"), Window, this.X + 300, this.Y + 70);
            this.credits = new Botao(Content.Load<Texture2D>("BtnCredits"), Window, this.X + 300, this.Y + 140);
            this.quit = new Botao(Content.Load<Texture2D>("BtnQuit"), Window, this.X + 300, this.Y + 210);
            this.back = new Botao(Content.Load<Texture2D>("BtnMenu"), Window, this.X - 150, this.Y + 300);
            this.menu = new Botao(Content.Load<Texture2D>("BtnMenu"), Window, this.X - 150, this.Y + 300);
            this.arm = new Botao(Content.Load<Texture2D>("Arm"), Window, this.X + 250, this.Y + 100);
            this.Inimigo_robot = new Botao(Content.Load<Texture2D>("roBot"), Window, 500, 0);
            this.Player_robot = new Botao(Content.Load<Texture2D>("roBot"), Window, 0, 0);
            this.next = new Botao(Content.Load<Texture2D>("BtnStartBattle"), Window, this.X + 350, this.Y + 300);
            this.info = new Botao(Content.Load<Texture2D>("BtnOptions"), Window, this.X - 150, this.Y - 100 );
            this.loja = new Botao(Content.Load<Texture2D>("BtnCredits"), Window, this.X - 150, this.Y);

            Player_cabaca = rnd.Next(10, 20);
            Player_tronco = rnd.Next(10, 30);
            Player_bracoD = rnd.Next(10, 20);
            Player_bracoE = rnd.Next(10, 20);
            Player_pernaD = rnd.Next(10, 20);
            Player_pernaE = rnd.Next(10, 20);
            Player_level = 1;

            Player_vida = ((((Player_tronco * 10) + 3 * (Player_bracoD + Player_bracoE)) / 2) * 2) + (20 * Player_level);
            Player_vida_original = ((((Player_tronco * 10) + 3 * (Player_bracoD + Player_bracoE)) / 2) * 2) + (20 * Player_level);
            Player_velocidade = ((3 * (Player_pernaD + Player_pernaE)) / (Player_tronco / 2)) + (Player_level * 2);
            Player_dano = ((Player_bracoD + (Player_bracoE / 2) + (3 * Player_bracoD) + Player_bracoE) / (Player_tronco / 5)) + (Player_level * 5);
            Player_ataque_especial = (((Player_cabaca * 5) + (Player_bracoD + Player_bracoE)) / (Player_tronco / 3)) + (Player_level * 1);
            Player_agilidade = ((Player_pernaD + Player_pernaE + Player_bracoD) / ((Player_cabaca + Player_tronco))) + (Player_level * 1);
            Player_ataque_especial_dano = ((Player_bracoD + (Player_bracoE / 2) + (3 * Player_bracoD) + Player_bracoE) + 10) + (Player_level * 10);
            Menor_vida_em_combate = Player_vida;

            //video_player.Play(BG_Batalha);
            //video_player.Pause();
        }
        public void Update(GameTime gameTime, MouseState mouse_atual, MouseState mouse_anterior)
        {
            switch (estado_atual)
            {
                case (MenuEnum.NULL):
                    {
                        if (start.isClicking(mouse_atual, mouse_anterior))
                        {
                            estado_atual = MenuEnum.START;
                        }
                        else if (options.isClicking(mouse_atual, mouse_anterior))
                        {
                            estado_atual = MenuEnum.OPTIONS;
                        }
                        else if (credits.isClicking(mouse_atual, mouse_anterior))
                        {
                            estado_atual = MenuEnum.CREDITS;
                        }
                        else if (quit.isClicking(mouse_atual, mouse_anterior))
                        {
                            Game1.quitar = true;
                        }
                        break;
                    }
                case (MenuEnum.OPTIONS):
                    {
                        if (menu.isClicking(mouse_atual, mouse_anterior))
                        {
                            estado_atual = MenuEnum.NULL;
                        }
                        break;
                    }
                case (MenuEnum.CREDITS):
                    {
                        if (menu.isClicking(mouse_atual, mouse_anterior))
                        {
                            estado_atual = MenuEnum.NULL;
                        }
                        break;
                    }
                case (MenuEnum.INFO):
                    {
                        if (back.isClicking(mouse_atual, mouse_anterior))
                        {
                            estado_atual = MenuEnum.START;
                        }
                    }
                    break;
                case (MenuEnum.LOJA):
                    {
                        if (back.isClicking(mouse_atual, mouse_anterior))
                        {
                            estado_atual = MenuEnum.START;
                        }
                    }
                    break;
                case (MenuEnum.BATALHA):
                    {
                        if (back.isClicking(mouse_atual, mouse_anterior))
                        {
                            estado_atual = MenuEnum.START;
                            Inimigo_miss = false;
                            Player_critico = false;
                            Player_miss = false;
                            Inimigo_critico = false;
                            if (Player_vida < Menor_vida_em_combate && Player_vida > 0)
                                Menor_vida_em_combate = Player_vida;
                            if (Inimigo_vida == 0)
                            {
                                Player_exp += (50 / Player_level) * Player_level;
                                gold += gold_teste;
                                Vitoria += 1;
                            }
                            if (Player_vida == 0)
                            {
                                Vezes_morto += 1;
                            }
                        }

                        //player atacando
                        if (Player_vida > 0)
                        {
                            if (mouse_atual.LeftButton == ButtonState.Pressed && !(mouse_anterior.LeftButton == ButtonState.Pressed))
                            {
                                Player_atacando = true;
                                Inimigo_agi_teste = rnd.Next(1, 100);
                                Player_ataque_especial_teste = rnd.Next(1, 100);
                                if (Inimigo_agi_teste >= Inimigo_agilidade && Player_ataque_especial_teste >= Player_ataque_especial)
                                {
                                    Inimigo_vida -= Player_dano;
                                    Inimigo_miss = false;
                                    Player_critico = false;
                                }
                                if (Inimigo_agi_teste <= Inimigo_agilidade && Inimigo_vida > 0 && Player_vida > 0)
                                {
                                    Inimigo_miss = true;
                                    Player_critico = false;
                                }
                                if (Inimigo_ataque_especial_teste <= Inimigo_ataque_especial && Inimigo_vida > 0 && Player_vida > 0)
                                {
                                    Inimigo_vida -= Player_ataque_especial_dano;
                                    Inimigo_miss = false;
                                    Player_critico = true;
                                    if (Player_ataque_especial_dano > Maior_critico)
                                        Maior_critico = Player_ataque_especial_dano;
                                }
                            }
                        }

                        //inimigo atacando
                        if (Inimigo_vida > 0)
                        {
                            if (mouse_atual.LeftButton == ButtonState.Pressed && !(mouse_anterior.LeftButton == ButtonState.Pressed))
                            {
                                Player_atacando = true;
                                Player_agi_teste = rnd.Next(1, 100);
                                Inimigo_ataque_especial_teste = rnd.Next(1, 100);
                                if (Player_agi_teste > Player_agilidade && Inimigo_ataque_especial_teste >= Inimigo_ataque_especial)
                                {
                                    Player_vida -= Inimigo_dano;
                                    Player_miss = false;
                                    Inimigo_critico = false;
                                }
                                if (Player_agi_teste <= Player_agilidade && Inimigo_vida > 0 && Player_vida > 0 )
                                {
                                    Player_miss = true;
                                    Inimigo_critico = false;
                                    Esquivas += 1;
                                }
                                if (Inimigo_ataque_especial_teste <= Inimigo_ataque_especial && Inimigo_vida > 0 && Player_vida > 0)
                                {
                                    Player_vida -= Inimigo_ataque_especial_dano;
                                    Player_miss = false;
                                    Inimigo_critico = true;
                                }
                            }
                        }

                        if (Inimigo_vida <= 0)
                        {
                            Inimigo_morto = true;
                            Inimigo_vida = 0;
                        }
                        if (Player_vida <= 0)
                        {
                            Player_morto = true;
                            Player_vida = 0;
                        }
                        if (Inimigo_ataque_especial > 50)
                        {
                            Inimigo_ataque_especial = 50;
                        }
                        if (Player_ataque_especial > 50)
                        {
                            Player_ataque_especial = 50;
                        }
                        break;
                    }
                case (MenuEnum.START):
                    {
                        if (info.isClicking(mouse_atual, mouse_anterior))
                        {
                            estado_atual = MenuEnum.INFO;
                        }
                        if (loja.isClicking(mouse_atual, mouse_anterior))
                        {
                            estado_atual = MenuEnum.LOJA;
                        }
                        if (Player_level >= 50)
                        {
                            Player_exp = 0;
                        }
                        if (Player_exp >= Player_level * 100)
                        {
                            Player_exp = 0;
                            Player_level += 1;
                            Player_vida = ((((Player_tronco * 10) + 3 * (Player_bracoD + Player_bracoE)) / 2) * 2) + (20*Player_level);
                            Player_vida_original = ((((Player_tronco * 10) + 3 * (Player_bracoD + Player_bracoE)) / 2) * 2) + (20*Player_level);
                            Player_velocidade = ((3 * (Player_pernaD + Player_pernaE)) / (Player_tronco / 2)) + (Player_level*2);
                            Player_dano = ((Player_bracoD + (Player_bracoE / 2) + (3 * Player_bracoD) + Player_bracoE) / (Player_tronco / 5)) + (Player_level*5);
                            Player_ataque_especial = (((Player_cabaca * 5) + (Player_bracoD + Player_bracoE)) / (Player_tronco / 3)) + (Player_level*1);
                            Player_agilidade = ((Player_pernaD + Player_pernaE + Player_bracoD) / ((Player_cabaca + Player_tronco))) + (Player_level*1);
                            Player_ataque_especial_dano = ((Player_bracoD + (Player_bracoE / 2) + (3 * Player_bracoD) + Player_bracoE) + 10)+ (Player_level*10);
                        }
                        if (menu.isClicking(mouse_atual, mouse_anterior))
                        {
                            estado_atual = MenuEnum.NULL;
                        }
                        if (next.isClicking(mouse_atual, mouse_anterior))
                        {
                            Inimigo_morto = false;
                            Player_morto = false;
                            Qnt_Inimigos += 1;
                            estado_atual = MenuEnum.BATALHA;
                            if (Player_level >= 1 && Player_level < 10)
                            {
                                Inimigo_cabaca = rnd.Next(10, 30);
                                Inimigo_tronco = rnd.Next(10, 40);
                                Inimigo_bracoD = rnd.Next(10, 30);
                                Inimigo_bracoE = rnd.Next(10, 30);
                                Inimigo_pernaD = rnd.Next(10, 30);
                                Inimigo_pernaE = rnd.Next(10, 30);
                                gold_teste = rnd.Next(10, 30);
                            }
                            if (Player_level >= 10 && Player_level < 20)
                            {
                                Inimigo_cabaca = rnd.Next(20, 40);
                                Inimigo_tronco = rnd.Next(20, 50);
                                Inimigo_bracoD = rnd.Next(20, 40);
                                Inimigo_bracoE = rnd.Next(20, 40);
                                Inimigo_pernaD = rnd.Next(20, 40);
                                Inimigo_pernaE = rnd.Next(20, 40);
                                gold_teste = rnd.Next(20, 40);
                            }
                            if (Player_level >= 20 && Player_level < 30)
                            {
                                Inimigo_cabaca = rnd.Next(30, 50);
                                Inimigo_tronco = rnd.Next(30, 60);
                                Inimigo_bracoD = rnd.Next(30, 50);
                                Inimigo_bracoE = rnd.Next(30, 50);
                                Inimigo_pernaD = rnd.Next(30, 50);
                                Inimigo_pernaE = rnd.Next(30, 50);
                                gold_teste = rnd.Next(30, 50);
                            }
                            if (Player_level >= 30 && Player_level < 40)
                            {
                                Inimigo_cabaca = rnd.Next(40, 60);
                                Inimigo_tronco = rnd.Next(40, 70);
                                Inimigo_bracoD = rnd.Next(40, 60);
                                Inimigo_bracoE = rnd.Next(40, 60);
                                Inimigo_pernaD = rnd.Next(40, 60);
                                Inimigo_pernaE = rnd.Next(40, 60);
                                gold_teste = rnd.Next(40, 60);
                            }
                            if (Player_level >= 40 && Player_level < 50)
                            {
                                Inimigo_cabaca = rnd.Next(50, 70);
                                Inimigo_tronco = rnd.Next(50, 80);
                                Inimigo_bracoD = rnd.Next(50, 70);
                                Inimigo_bracoE = rnd.Next(50, 70);
                                Inimigo_pernaD = rnd.Next(50, 70);
                                Inimigo_pernaE = rnd.Next(50, 70);
                                gold_teste = rnd.Next(50, 70);
                            }
                            if (Player_level == 50)
                            {
                                Inimigo_cabaca = rnd.Next(90, 100);
                                Inimigo_tronco = rnd.Next(90, 100);
                                Inimigo_bracoD = rnd.Next(90, 100);
                                Inimigo_bracoE = rnd.Next(90, 100);
                                Inimigo_pernaD = rnd.Next(90, 100);
                                Inimigo_pernaE = rnd.Next(90, 100);
                                gold_teste = rnd.Next(90, 100);
                            }

                            Inimigo_vida = (((Inimigo_tronco * 10) + 3 * (Inimigo_bracoD + Inimigo_bracoE)) / 2) * 2;
                            Inimigo_velocidade = (3 * (Inimigo_pernaD + Inimigo_pernaE)) / (Inimigo_tronco / 2);
                            Inimigo_dano = ((Inimigo_bracoD + (Inimigo_bracoE / 2) + (3 * Inimigo_bracoD) + Inimigo_bracoE) / (Inimigo_tronco / 5)) + (Player_level * 5);
                            Inimigo_ataque_especial = ((Inimigo_cabaca * 5) + (Inimigo_bracoD + Inimigo_bracoE)) / (Inimigo_tronco / 3);
                            Inimigo_agilidade = ((Inimigo_pernaD + Inimigo_pernaE + Inimigo_bracoD) / ((Inimigo_cabaca + Inimigo_tronco)));
                            Inimigo_ataque_especial_dano = (Inimigo_bracoD + (Inimigo_bracoE / 2) + (3 * Inimigo_bracoD) + Inimigo_bracoE) + 10;

                            Player_vida = ((((Player_tronco * 10) + 3 * (Player_bracoD + Player_bracoE)) / 2) * 2) + (20 * Player_level);
                            Player_vida_original = ((((Player_tronco * 10) + 3 * (Player_bracoD + Player_bracoE)) / 2) * 2) + (20 * Player_level);
                            Player_velocidade = ((3 * (Player_pernaD + Player_pernaE)) / (Player_tronco / 2)) + (Player_level * 2);
                            Player_dano = ((Player_bracoD + (Player_bracoE / 2) + (3 * Player_bracoD) + Player_bracoE) / (Player_tronco / 5)) + (Player_level * 5);
                            Player_ataque_especial = (((Player_cabaca * 5) + (Player_bracoD + Player_bracoE)) / (Player_tronco / 3)) + (Player_level * 1);
                            Player_agilidade = ((Player_pernaD + Player_pernaE + Player_bracoD) / ((Player_cabaca + Player_tronco))) + (Player_level * 1);
                            Player_ataque_especial_dano = ((Player_bracoD + (Player_bracoE / 2) + (3 * Player_bracoD) + Player_bracoE) + 10) + (Player_level * 10);
                            if (Player_velocidade >= Inimigo_velocidade)
                            {
                                Player_atacando = true;
                            }
                            if (Player_velocidade <= Inimigo_velocidade)
                            {
                                Player_atacando = false;
                            }
                        }
                        if (arm.Colisao.Contains(mouse_atual.X, mouse_atual.Y))
                        {
                            if (mouse_atual.LeftButton == ButtonState.Pressed)
                            {
                                arm.Posicao = new Vector2(mouse_atual.X, mouse_atual.Y);
                            }
                        }
                        break;
                    }
            }
        }
        public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
        {
            //spriteBatch.Draw(BG_Batalha(video_player.GetTexture), Vector2.Zero, Color.White);
            switch (estado_atual)
            {
                case (MenuEnum.START):
                    {
                        spriteBatch.Draw(Game1.BG_Batalha, Vector2.Zero, Color.White);
                        menu.Draw(gameTime, spriteBatch);
                        next.Draw(gameTime, spriteBatch);
                        info.Draw(gameTime, spriteBatch);
                        loja.Draw(gameTime, spriteBatch);

                        spriteBatch.DrawString(Game1.Arial, "Level = " + Player_level, new Vector2(Window.ClientBounds.Width - 500, 50), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Exeperiencia = " + Player_exp, new Vector2(Window.ClientBounds.Width - 500, 0), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Vida = " + Player_vida_original, new Vector2(Window.ClientBounds.Width - 500, 200), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Velocidade = " + Player_velocidade, new Vector2(Window.ClientBounds.Width - 500, 150), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Dano = " + Player_dano, new Vector2(Window.ClientBounds.Width - 500, 250), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Ataque Especial = " + Player_ataque_especial + "%", new Vector2(Window.ClientBounds.Width - 500, 100), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Esquiva = " + Player_agilidade + "%", new Vector2(Window.ClientBounds.Width - 500, 300), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Ataque Especial dano = " + Player_ataque_especial_dano, new Vector2(Window.ClientBounds.Width - 500, 350), Color.Khaki);
                        break;
                    }
                case (MenuEnum.LOJA):
                    {
                        spriteBatch.Draw(Game1.BG_Batalha, Vector2.Zero, Color.White);
                        spriteBatch.DrawString(Game1.Arial, "Gold = " + gold, new Vector2(Window.ClientBounds.Width - 750, 50), Color.Khaki);
                        back.Draw(gameTime, spriteBatch);
                        break;
                    }
                case (MenuEnum.INFO):
                    {
                        spriteBatch.Draw(Game1.BG_Batalha, Vector2.Zero, Color.White);
                        spriteBatch.DrawString(Game1.Arial, "Batalhas Vencidas = " + Vitoria, new Vector2(Window.ClientBounds.Width - 750, 200), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Esquivas = " + Esquivas, new Vector2(Window.ClientBounds.Width - 750, 150), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Inimigos enfrentados = " + Qnt_Inimigos, new Vector2(Window.ClientBounds.Width - 750, 300), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Maior Critico = " + Maior_critico, new Vector2(Window.ClientBounds.Width - 750, 100), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Batalhas perdidas = " + Vezes_morto, new Vector2(Window.ClientBounds.Width - 750, 250), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Menor vida em combate = " + Menor_vida_em_combate, new Vector2(Window.ClientBounds.Width - 750, 350), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Tempo de Jogo = " + gameTime.TotalGameTime.Minutes + " : " + gameTime.TotalGameTime.Seconds, new Vector2(Window.ClientBounds.Width - 750, 50), Color.Khaki);
                        back.Draw(gameTime, spriteBatch);
                    }
                    break;
                case (MenuEnum.CREDITS):
                    {
                        spriteBatch.Draw(Game1.BG_Menu, Vector2.Zero, Color.White);
                        menu.Draw(gameTime, spriteBatch);
                        break;
                    }
                case (MenuEnum.OPTIONS):
                    {
                        spriteBatch.Draw(Game1.BG_Menu, Vector2.Zero, Color.White);
                        menu.Draw(gameTime, spriteBatch);
                        break;
                    }
                case (MenuEnum.BATALHA):
                    {
                        spriteBatch.Draw(Game1.BG_Batalha, Vector2.Zero, Color.White);
                        if (!Player_morto)
                        {
                            Inimigo_robot.Draw(gameTime, spriteBatch);
                        }
                        else
                        {
                            back.Draw(gameTime, spriteBatch);
                        }
                        if (!Inimigo_morto)
                        {
                            Player_robot.Draw(gameTime, spriteBatch);
                        }
                        else
                        {
                            back.Draw(gameTime, spriteBatch);
                        }
                        if (Inimigo_miss)
                        {
                            spriteBatch.DrawString(Game1.Arial, "MISS", new Vector2(Window.ClientBounds.Width - 600, 200), Color.Khaki);
                        }
                        if(!Inimigo_miss)
                        {}
                        if (Player_miss)
                        {
                            spriteBatch.DrawString(Game1.Arial, "MISS", new Vector2(Window.ClientBounds.Width - 200, 200), Color.Khaki);
                        }
                        if (!Player_miss)
                        { }
                        if (Inimigo_critico)
                        {
                            spriteBatch.DrawString(Game1.Arial, "CRIT", new Vector2(Window.ClientBounds.Width - 600, 200), Color.Khaki);
                        }
                        if (!Inimigo_critico)
                        { }
                        if (Player_critico)
                        {
                            spriteBatch.DrawString(Game1.Arial, "CRIT", new Vector2(Window.ClientBounds.Width - 200, 200), Color.Khaki);
                        }
                        if (!Player_critico)
                        { }

                        spriteBatch.DrawString(Game1.Arial, "Vida = " + Inimigo_vida, new Vector2(Window.ClientBounds.Width - 750, 200), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Velocidade = " + Inimigo_velocidade, new Vector2(Window.ClientBounds.Width - 750, 150), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Dano = " + Inimigo_dano, new Vector2(Window.ClientBounds.Width - 750, 250), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Ataque Especial = " + Inimigo_ataque_especial + "%", new Vector2(Window.ClientBounds.Width - 750, 100), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Esquiva = " + Inimigo_agilidade + "%", new Vector2(Window.ClientBounds.Width - 750, 300), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Ataque Especial dano = " + Inimigo_ataque_especial_dano, new Vector2(Window.ClientBounds.Width - 750, 350), Color.Khaki);

                        spriteBatch.DrawString(Game1.Arial, "Vida = " + Player_vida, new Vector2(Window.ClientBounds.Width - 350, 200), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Velocidade = " + Player_velocidade, new Vector2(Window.ClientBounds.Width - 350, 150), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Dano = " + Player_dano, new Vector2(Window.ClientBounds.Width - 350, 250), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Ataque Especial = " + Player_ataque_especial + "%", new Vector2(Window.ClientBounds.Width - 350, 100), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Esquiva = " + Player_agilidade + "%", new Vector2(Window.ClientBounds.Width - 350, 300), Color.Khaki);
                        spriteBatch.DrawString(Game1.Arial, "Ataque Especial dano = " + Player_ataque_especial_dano, new Vector2(Window.ClientBounds.Width - 350, 350), Color.Khaki);
                        break;
                    }
                case (MenuEnum.NULL):
                    {
                        spriteBatch.Draw(Game1.BG_Menu, Vector2.Zero, Color.White);
                        start.Draw(gameTime, spriteBatch);
                        options.Draw(gameTime, spriteBatch);
                        credits.Draw(gameTime, spriteBatch);
                        quit.Draw(gameTime, spriteBatch);
                        break;
                    }
            }
        }
    }
}